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The Frugal Forge: 101 Magic Weapons |Creation’s Edge Games 0 Chapin Nicholas-Puls (Order #10279729)

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Page 1: The Frugal Forge: 101 Magic Weapons |Creation’s … · The Frugal Forge: 101 Magic Weapons |Creation’s Edge Games 1 The Frugal Forge: 101 Magic Weapons Writing/Layout: Matt Kline

The Frugal Forge: 101 Magic Weapons |Creation’s Edge Games 0

Chapin N

icholas-Puls (O

rder #10279729)

Page 2: The Frugal Forge: 101 Magic Weapons |Creation’s … · The Frugal Forge: 101 Magic Weapons |Creation’s Edge Games 1 The Frugal Forge: 101 Magic Weapons Writing/Layout: Matt Kline

The Frugal Forge: 101 Magic Weapons |Creation’s Edge Games 1

The Frugal Forge: 101 Magic Weapons

Writing/Layout:

Matt Kline Editing:

Sam Kessler Art:

Storn Cook [cover] Sade [interior]

©2012 Creation’s Edge Games www.creationsedgegames.com

Published Under the SRD, OGL, and d20 (v 3) License

©2000, Wizards of the Coast, Inc.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying

Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying

Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse

this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying

Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo

Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility

License. See http://paizo.com/pathfinderRPG/compatibility

for more information on the compatibility license.

Poison & Peril Norrik allowed himself to reflect for a moment upon their sudden and violent journey. They had both come a long way; a dwarf from Craghome and an elf from Shadowbough. Their quarry had led them on a harrowing chase halfway across the kingdom, to the human city of Harborside. It was there, among the lamp lit streets and rain‐slicked alleyways, that the trail went cold. The creature had simply vanished into the night.

Kaliban whispered a few words and a blue glow erupted from his hands, bathing them both in light and warmth. “I don’t mind the damp so much,” the dwarf gruffed, “Reminds me of home.” “It’s not for warmth my friend; it’s a magic beast we hunt. It’s magic that will find it.” “And magic that’ll slay it.” Norrik tightened his grip on his twin daggers; Poison and Peril. High above them on the rooftop overhead, a mass of angry shadows crouched, cat‐like and ready to pounce.

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The Frugal Forge: 101 Magic Weapons |Creation’s Edge Games 2

Minor Weapons

d% Item Market Price 01‐05 STINK BOLT 132 gp 06‐10 ARROW OF LOCKING 156 gp 11‐15 BLOOD ARROW 256 gp 16‐20 BONEBANE BULLET 281 gp 21‐25 SURE SPELL BOLT 725 gp 26‐30 CONTAGON ARROW 756 gp 31‐35 DRAGONSCALE ARROW 1,006 gp 36‐40 UNERRING SLING 3,440 gp 41‐45 CROSSBOW OF TARGETING 4,350 gp 46‐50 VERDANT BOW 4,375 gp 51‐55 CROSSBOW OF HEALING 4,495 gp 56‐60 NET OF SHOCKING 4,570 gp 61‐65 BOW OF REVELATION 5,255 gp 66‐70 FURY BLADE 6,350 gp 71‐75 JESTER’S DAGGERS 6,906 gp 76‐80 GAMBLER’S BLADE 7,310 gp 81‐85 SCORPION SPEAR 8,301 gp 86‐90 ACIDGRIP GAUNTLET 8,302 gp 91‐94 ASSASSIN’S STRIKE 8,310 gp 95‐97 NET OF PUMMELING 8,320 gp

98‐100 NET OF WEBBING 8,320 gp

Medium Weapons

d% Item Market Price 01‐02 ACIDGRIP GAUNTLET 8,302 gp 03‐04 ASSASSIN’S STRIKE 8,310 gp 05‐06 NET OF PUMMELING 8,320 gp 07‐08 NET OF WEBBING 8,320 gp 09‐10 BOW OF PIERCING 8,375 gp 11‐12 VENOMTHORN 8,375 gp 13‐14 RETURN FIRE BOW 8,400 gp 15‐16 GROUNDING BOW 8,500 gp 17‐18 BLOODLUST BLADE 8,915 gp 19‐20 FLUTESTAFF 9,300 gp 21‐22 HEROIC BLADE 10,315 gp 23‐24 ELEMENTAL KATAR 11,102 gp 25‐26 ASSAULT BOW 11,455 gp 27‐28 DOMAIN DAGGER 11,927 gp 29‐30 ASSASSIN’S PATH 12,382 gp

31‐32 ARCING BOW 12,400 gp 33‐34 BOW OF ANCHORING 12,480 gp 35‐36 DEATHCHILL 12,780 gp 37‐38 DEATHSCORCH 12,780 gp 39‐40 AXE OF BLOCKING 13,320 gp 41‐42 CURSED NET 16,320 gp 43‐44 NET OF SLEEP 16,320 gp 45‐46 CURSEMARKED BOW 16,375 gp 47‐48 THUNDER AND LIGHTNING 16,604 gp 49‐50 FLAME CHANNEL SWORD, MINOR 16,710 gp 51‐52 ICE CHANNEL SWORD, MINOR 16,710 gp 53‐54 SHOCK CHANNEL SWORD, MINOR 16,710 gp 55‐56 DRAGONSTRIKE BOW 17,975 gp 57‐58 STAINGLASS DAGGER 18,302 gp 59‐60 SPIKESHOT MACE 18,305 gp 61‐62 INTIMIDATOR 18,310 gp 63‐64 LUCKSTEALER 18,310 gp 65‐66 CONCUSSIVE WARHAMMER 18,312 gp 67‐68 CRYPTSMASHER 18,312 gp 69‐70 THUNDERFORGE SLAMMER 18,312 gp 71‐72 AVENGING BLADE 18,315 gp 73‐74 BLEEDING BLADE 18,315 gp 75‐76 MOONSONG 18,315 gp 77‐78 BLESSED NET 18,320 gp 79‐80 ECHOSTRIKE BLADE 18,375 gp 81‐82 SLIMEKILLER BOW 18,375 gp 83‐84 CROSSBOW OF TURNING 18,400 gp 85‐86 TETHERSHOCK BOW 18,400 gp 87‐88 DEATHSTRIKE BLADE 18,570 gp 89‐90 BOW OF BANISHING 18,575 gp 91‐92 GEARLOCK 19,585 gp 93‐94 WOODSMAN’S AXE 19,830 gp 95‐96 FLAME CHANNEL SWORD, MAJOR 21,915 gp 97‐98 ICE CHANNEL SWORD, MAJOR 21,915 gp

99‐100 SHOCK CHANNEL SWORD, MAJOR 21,915 gp

Major Weapons

d% Item Market Price01‐02 THUNDERFORGE SLAMMER 18,312 gp 03‐04 AVENGING BLADE 18,315 gp 05‐06 BLEEDING BLADE 18,315 gp 07‐08 MOONSONG 18,315 gp 09‐10 BLESSED NET 18,320 gp

11‐12 ECHOSTRIKE BLADE 18,375 gp 13‐14 SLIMEKILLER BOW 18,375 gp 15‐16 CROSSBOW OF TURNING 18,400 gp 17‐18 TETHERSHOCK BOW 18,400 gp 19‐20 DEATHSTRIKE BLADE 18,570 gp 21‐22 BOW OF BANISHING 18,575 gp 23‐24 GEARLOCK 19,585 gp 25‐26 WOODSMAN’S AXE 19,830 gp 27‐28 FLAME CHANNEL SWORD, MAJOR 21,915 gp 29‐30 ICE CHANNEL SWORD, MAJOR 21,915 gp 31‐32 SHOCK CHANNEL SWORD, MAJOR 21,915 gp 33‐34 RUST WHIP 23,301 gp 35‐36 SPELLSPEAR 23,301 gp 37‐38 TROLLKILLERS 23,804 gp 39‐40 SUNSTAR 25,324 gp 41‐42 WALKING WOUNDED BOW 25,375 gp 43‐44 WILDFIRE BOW 25,400 gp 45‐46 POISON AND PERIL 26,604 gp 47‐48 ELEMENTAL KATAR, GREATER 26,702 gp 49‐50 DRAGONSKIN KATAR 27,052 gp 51‐52 WINDSTEP SCIMITAR 27,315 gp 53‐54 SPEAR OF THE ELEMENTS 29,705 gp 55‐56 HAMMER OF THE ELEMENTS 29,712 gp 57‐58 SWORD OF THE ELEMENTS 29,715 gp 59‐60 TRIDENT OF THE ELEMENTS 29,715 gp 61‐62 HUNTER’S SPEAR 32,301 gp 63‐64 CLANBREAKER 32,310 gp 65‐66 SHATTERSHARD AXE 32,310 gp 67‐68 FIREFORGE SLAMMER 32,312 gp 69‐70 SHOCKFORGE SLAMMER 32,312 gp 71‐72 FORTIFYING BLADE 32,350 gp 73‐74 HOARFROST 33,318 gp 75‐76 SUNBOW 35,135 gp 77‐78 BOW OF BANISHING, GREATER 35,160 gp 79‐80 DEATHBANE 35,308 gp 81‐82 ICE SICKLE 36,506 gp 83‐84 FIRE AND ICE 36,620 gp 85‐86 SHADOWBLADE 42,078 gp 87‐88 FLAMESTRIKE GLAIVE 50,308 gp 89‐90 ICESTRIKE GLAIVE 50,308 gp 91‐92 SHOCKSTRIKE GLAIVE 50,308 gp 93‐94 SUNDERING MACE 50,312 gp 95‐96 DRAGONSKIN KATAR, GREATER 57,302 gp 97‐98 VIPER CHAIN 61,325 gp

99‐100 FACINATOR 68,325 gp

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The Frugal Forge: 101 Magic Weapons |Creation’s Edge Games 3

ACIDGRIP GAUNTLET Aura moderate conjuration; CL 6th Slot none; Price 8,302 gp; Weight 1 lb. DESCRIPTION Attacks made with this +1 gauntlet deal their damage in acid. If the gauntlet is in physical contact with a creature its owner has grappled at the start of the creature’s turn the creature takes 1d4 acid damage. The acid from the gauntlet disappears in 1 round. The wearer of an acidgrip gauntlet can cast acid arrow once per day. CONSTRUCTION Requirements Craft Magic Arms and Armor, acid splash and acid arrow; Cost 4,302 gp

ARCING BOW Aura moderate evocation; CL 7th Slot none; Price 12,400 gp; Weight 3 lbs. DESCRIPTION Arrows fired from this jagged +1 composite longbowdeal an additional 1d4 electricity damage to their target. Once per day the wielder can use a free action to charge an arrow with a chain lightning attack. The bow has a +3 enhancement bonus when attacking with this arrow. If it hits it deals 7d6 electricity damage to its target. It deals the same amount of damage to the creature last dealt damage by the bow provided it is within 30 ft. of the target just struck. CONSTRUCTION Requirements Craft Magic Arms and Armor, chain lightning; Cost 6,400 gp

ARROW OF LOCKING Aura faint abjuration; CL 3rdSlot none; Price 156 gp; Weight 1/10 lb.DESCRIPTIONShooting a door, chest, or portal with this +1 arrowsecures it as though it were the target of an arcane lock spell. CONSTRUCTIONRequirements Craft Magic Arms and Armor, arcane lock ; Cost 78 gp

ASSASSIN’S PATH Aura faint transmutation; CL 7thSlot none; Price 12,382 gp; Weight 1 lb.DESCRIPTIONOnce per day this +1 dagger can grant its user a +3 bonus to attack and damage rolls when making a sneak attack. After this attack its user may immediately teleport up to 40 ft. away from the target as a free action. CONSTRUCTIONRequirements Craft Magic Arms and Armor, dimension door ; Cost 6,302 gp.

ASSASSIN’S STRIKE Aura faint necromancy; CL 5thSlot none; Price 8,310 gp; Weight 2 lbs.DESCRIPTIONWhen a melee attack made with this +1 short sword reduces a target’s hit points to 0 or less its wielder may immediately make a melee attack against another target within range. If this attack is successful it inflicts a poison effect upon the creature (as the spell, save DC 14). This ability can only be used once per day.

CONSTRUCTIONRequirements Craft Magic Arms and Armor, haste, and poison ; Cost 4,310 gp

ASSAULT BOW Aura moderate conjuration; CL 8thSlot none; Price 11,455 gp; Weight 2 lbs.DESCRIPTIONOnce per day after successfully damaging a creature with an arrow shot from this +1 composite shortbow the wielder may teleport a willing ally to the creature’s side, provided the ally is no more than 40ft. away from the creature. CONSTRUCTIONRequirements Craft Magic Arms and Armor, dimension door ; Cost 5,915 gp

AVENGING BLADE Aura moderate transmutation; CL 11thSlot none; Price 18,315 gp; Weight 4 lbs.DESCRIPTIONThis weapon functions as a +1 longsword until its wielder’s hit points fall below 0 at which point it functions as a +1 dancing longsword. The sword will seek to attack the creature responsible for its owner’s current condition if possible. It will fight for 4 rounds before collapsing next to its owner. CONSTRUCTIONRequirements Craft Magic Arms and Armor, animate objects ; Cost 9,315 gp AXE OF BLOCKING Aura moderate abjuration; CL 6thSlot none; Price 13,320 gp; Weight 12 lbs.

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DESCRIPTION When struck by a melee attack the wielder of this +2 greataxe can use its special ability. The attack is rerolled adding a +2 bonus to the wielder’s AC. If the rerolled attack misses the wielder can immediately make a melee attack against their attacker as a free action. If they do they cannot make an attack action during their next turn. The wielder may only use this ability once per day. CONSTRUCTION Requirements Craft Magic Arms and Armor, shield or shield of faith ; Cost 6,820 gp

BLEEDING BLADE Aura moderate evocation; CL 8th Slot none; Price 18,315 gp; Weight 4 lbs. DESCRIPTION Once per day this +2 longsword can be willed to function as a +2 wounding longsword for 3 rounds. Creatures damaged by this weapon who are still bleeding after the sword’s wounding attribute ceases take double their bleed damage at the start of their next turn. CONSTRUCTION Requirements Craft Magic Arms and Armor, bleed ; Cost 9,315 gp

BLESSED NET Aura moderate evocation [good]; CL 7th Slot none; Price 18,320 gp; Weight 6 lbs. DESCRIPTION This +1 holy net deals 2d6 points of damage to an evil creature at the start of each turn that it is entangled. CONSTRUCTION

Requirements Craft Magic Arms and Armor, holy smite, creator must be good; Cost 9,320 gp

BLOOD ARROW Aura moderate evocation; CL 10thSlot none; Price 256 gp; Weight 1/10 lb.DESCRIPTIONThe shaft of this +1 wounding arrow is crafted from a stirge’s proboscis. If a creature that takes bleed damage as the result of being struck by a blood arrow takes more than 3 points of bleed damage in a single round they take an additional 1 point Constitution damage. CONSTRUCTIONRequirements Craft Magic Arms and Armor, bleed , and a stirge’s proboscis ; Cost 128 gp

BLOODLUST BLADE Aura moderate evocation; CL 8thSlot none; Price 8,915 gp; Weight 4 lbs.DESCRIPTIONThe wielder of this +1 longsword must make a DC 15 Will save when attacking a creature with the bleed condition. If they fail the +1 enhancement bonus is cancelled and the attack suffers a ‐2 penalty. However the weapon gains a +2 bonus to its damage and the creature takes 1 point of additional bleed damage if the attack hits. If the wielder saves successfully they may choose to have the weapon function as a +1 longsword or a ‐2/+2/1 bleed longsword prior to making their attack roll. CONSTRUCTIONRequirements Craft Magic Arms and Armor, bleedand rage ; Cost 4,615 gp

BONEBANE BULLET Aura moderate evocation; CL 7thSlot none; Price 281 gp; Weight 1/2 lb.DESCRIPTIONUndead creatures struck by this +2 sling bullet suffer a ‐2 to their Will saves when saving against a cleric’s channel energy ability. CONSTRUCTIONRequirements Craft Magic Arms and Armor, heal ; Cost 140 gp

BOW OF ANCHORING Aura moderate abjuration; CL 7thSlot none; Price 12,480 gp; Weight 3 lbs.DESCRIPTIONOnce per day, after successfully damaging a creature with an arrow shot from this +1 composite longbow the wielder may cast dimensional anchor on the creature. CONSTRUCTIONRequirements Craft Magic Arms and Armor, dimensional anchor ; Cost 6,440 gp BOW OF BANISHING Aura moderate abjuration; CL 9thSlot none; Price 18,575 gp; Weight 2 lbs.DESCRIPTIONAfter damaging an extraplanar creature with an arrow shot from this +1 composite shortbow the wielder can choose to cast dismissal on the target as though they were a wizard of equal level. This power can be used once per day. CONSTRUCTIONRequirements Craft Magic Arms and Armor, dismissal ; Cost 9,475 gp

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BOW OF BANISHING, GREATER Aura strong abjuration; CL 13th Slot none; Price 35,160 gp; Weight 3 lbs. DESCRIPTION After damaging an extraplanar creature with an arrow shot from this +1 composite longbow the wielder can choose to cast banishment on the target as though they were a wizard of equal level. This power can be used once per day. CONSTRUCTION Requirements Craft Magic Arms and Armor, banishment ; Cost 17,780 gp

BOW OF PIERCING Aura faint evocation; CL 5th Slot none; Price 8,375 gp; Weight 2 lbs. DESCRIPTION This +1 composite short bow functions as a +2 composite short bow against creatures wearing non‐magic armor. Once per day the wielder can ignore a creature’s armor bonus when making a ranged attack against a creature wearing non‐magic armor. CONSTRUCTION Requirements Craft Magic Arms and Armor, greater magic weapon ; Cost 4,375 gp BOW OF REVELATION Aura faint divination; CL 4th Slot none; Price 5,255 gp; Weight 2 lbs. DESCRIPTION Once per day the owner of this +1 composite shortbow can use a free action to cast see invisibility on themselves. The spell’s effect lasts for 4 rounds.

During this time creatures dealt damage by the bow become effected by faerie fire for 1 full round. CONSTRUCTIONRequirements Craft Magic Arms and Armor, see invisibility and faerie fire ; Cost 2,815 gp CLANBREAKER Aura strong evocation; CL 12thSlot none; Price 32,310 gp; Weight 6 lbs.DESCRIPTIONUpon scoring a critical hit against a humanoid target this +2 shock battleaxe deals an additional 1d10 electricity damage to each creature within 15 ft. of the target that shares the same creature subtype as the target. CONSTRUCTIONRequirements Craft Magic Arms and Armor, call lightning or lightning bolt ; Cost 16,320 gp

CONCUSSIVE WARHAMMER Aura moderate necromancy; CL 7thSlot none; Price 18,312 gp; Weight 5 lbs.DESCRIPTIONAfter dealing damage on a target from a critical hit with this +2 thundering warhammer the target is knocked 1d4 x 5 ft. away from the wielder. If the creature is knocked back 20 ft. the wielder may attempt to trip the creature as a free action. The wielder is immune to being knocked prone from this attempt if the trip fails. CONSTRUCTIONRequirements Craft Magic Arms and Armor, blindness/deafness ; Cost 9,312 gp

CONTAGON ARROW Aura moderate necromancy; CL 7thSlot none; Price 756 gp; Weight 1/10 lb.DESCRIPTIONThis +1 arrow has a chance of infecting its target with a disease. When a target takes damage from this arrow it must make a DC 14 Fortitude save. If it fails the arrow deals non‐lethal damage and the target is struck by a contagion spell. If the save is successful the arrow deals its damage normally. CONSTRUCTIONRequirements Craft Magic Arms and Armor, contagion ; Cost 378 gp

CROSSBOW OF HEALING Aura faint conjuration; CL 3rdSlot none; Price 4,495 gp; Weight 4 lbs.DESCRIPTIONAfter striking a target with a bolt from this +1 light crossbow the wielder may have it immediately cast cure moderate wounds upon the target, healing it for 2d8+10 points. If they do the bolt deals no damage and disintegrates once the target has been healed. The wielder may use this ability once per day. CONSTRUCTIONRequirements Craft Magic Arms and Armor, cure moderate wounds ; Cost 2,415 gp

CROSSBOW OF TARGETING Aura moderate evocation; CL 8thSlot none; Price 4,350 gp; Weight 8 lbs.DESCRIPTIONCreatures damaged by this +1 heavy crossbow suffer a ‐1 penalty to their AC when defending against ranged attacks for one full round.

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CONSTRUCTION Requirements Craft Magic Arms and Armor, magic weapon ; Cost 2,350 gp

CROSSBOW OF TURNING Aura moderate evocation [good]; CL 7th Slot none; Price 18,400 gp; Weight 2 lbs. DESCRIPTION Once per day the wielder of this +1 holy hand crossbow can channel energy as though they were a cleric of the same level. In the hands of a cleric this weapon allows them to channel energy 1 additional time per day. CONSTRUCTION Requirements Craft Magic Arms and Armor, holy smite, creator must be good; Cost 9,400 gp

CRYPTSMASHER Aura strong evocation [good]; CL 14th Slot none; Price 18,312 gp; Weight 5 lbs. DESCRIPTION Once per day this +1 holy warhammer can be willed to transform into either a +1 warhammer of disruption or a +2 ghost touch warhammer. The wielder may use a free action at the start of their turn to effect this change. The weapon retains its chosen ability for 24 hours after which it reverts back to a +1 holy warhammer. The wielder may switch this weapon from disruption to ghost touch or vice versa at the start of their turn as a free action however this act will bestow a negative level upon them. This negative level disappears after they reduce an undead creature’s hit points to zero or less. CONSTRUCTION

Requirements Craft Magic Arms and Armor, heal and plane shift, creator must be good; Cost 9,312 gp

CURSED NET Aura moderate necromancy; CL 7thSlot none; Price 16,320 gp; Weight 6 lbs.DESCRIPTIONA creature that has been entangled for more than 2 of its turns by this +1 net becomes cursed. Even after they free themselves from the net they still suffer some of its effects. They take a ‐1 penalty to their attack rolls and a ‐2 penalty to Dexterity for 1d4 rounds. CONSTRUCTIONRequirements Craft Magic Arms and Armor, bestow curse; Cost 8,320 gp

CURSEMARKED BOW Aura moderate necromancy; CL 7thSlot none; Price 16,375 gp; Weight 2 lbs.DESCRIPTIONThis +1 composite short bow functions as a +2 composite short bow against creatures that were damaged during this round by a sorcerer’s spell. Creatures who take damage from this bow suffer a ‐2 penalty when defending against sorcerer spells for one full round. CONSTRUCTIONRequirements Craft Magic Arms and Armor, bane ;Cost 8,375 gp

DEATHBANE Aura strong conjuration; CL 14thSlot none; Price 35,308 gp; Weight 6 lbs.

DESCRIPTIONUpon successfully destroying an undead creature with an attack from this +2 disrupting morningstar as the result of a failed Will save, the wielder gains the ability to lay on hands as though they were a paladin of the same level. This ability only functions once per day. CONSTRUCTIONRequirements Craft Magic Arms and Armor, heal ; Cost

DEATHCHILL Aura strong evocation; CL 13thSlot none; Price 12,780 gp; Weight 10 lbs.DESCRIPTIONThis is a +1/+1 wounding two‐bladed sword. When you score a successful critical hit against a target the weapon immediately becomes a +2/+2 icy burst two‐bladed sword. It will continue to function as an icy burst weapon for 3 full rounds before reverting back to a wounding weapon. Creatures who take bleed damage from previous damage from this weapon during this time are dealt the points in cold damage. CONSTRUCTIONRequirements Craft Magic Arms and Armor, bleed, ice storm ; Cost 6,780 gp

DEATHSCORCH Aura strong evocation; CL 13thSlot none; Price 12,780 gp; Weight 10 lbs.DESCRIPTIONThis is a +1/+1 wounding two‐bladed sword. When you score a successful critical hit against a target the weapon immediately becomes a +2/+2 flaming burst two‐bladed sword. It will continue to function as a

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flaming burst weapon for 3 full rounds before reverting back to a wounding weapon. Creatures who take bleed damage from previous damage from this weapon during this time are dealt the points in fire damage. CONSTRUCTION Requirements Craft Magic Arms and Armor, bleed, fireball ; Cost 6,780 gp

DEATHSTRIKE BLADE Aura moderate necromancy; CL 10th Slot none; Price 18,570 gp; Weight 2 lbs. DESCRIPTION When you use this +1 wounding rapier to deliver a coup de grace you may regain 1d6 hit points. You may only use this ability 3 times per day. CONSTRUCTION Requirements Craft Magic Arms and Armor, bleed, cure light wounds; Cost 9,445 gp

DOMAIN DAGGER Aura moderate evocation; CL 8th Slot none; Price 11,927 gp; Weight 1 lb. DESCRIPTION In the hands of a cleric this +2 dagger gradually transforms into a bladed version of their holy symbol. It must be carried on the cleric’s person for 3 days for this transformation to occur. Once transformed the dagger can be used as a holy symbol. The owner may choose one of their domain spells. This spell functions as though the cleric was 1 level higher provided they’re using the domain dagger as a holy symbol. Once per day after scoring a critical hit with this dagger a cleric can regain the use of a domain spell that’s already been cast.

CONSTRUCTIONRequirements Craft Magic Arms and Armor, imbue with spell ability ; Cost 6,127 gp

DRAGONSCALE ARROW Aura moderate evocation; CL 10thSlot none; Price 1,006 gp; Weight 1/10 lb.DESCRIPTIONThe tip of this +3 wounding arrow has been crafted from a fragment of a dragons scale, sharpened and

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enchanted with a piercing ability. Attacks made with this arrow ignore the first 6 points of a dragon’s natural armor. CONSTRUCTION Requirements Craft Magic Arms and Armor, bleed, true strike; Cost 506 gp DRAGONSKIN KATAR Aura moderate transmutation; CL 11th Slot none; Price 27,052 gp; Weight 1 lb. DESCRIPTION When the wielder of this +1 punching dagger successfully deals damage to a dragon they may trigger the weapon’s ability as a free action. The surface of the wielder’s skin takes on a scale pattern, tinged with the color of the dragon that was damaged. This condition lasts for 4 rounds. During this time the wielder gains 5 temporary hit points, DR 5/magic, and a resistance of 10 against the dragon’s breath weapon energy type. CONSTRUCTION Requirements Craft Magic Arms and Armor, form of the dragon I ; Cost 13,978 gp DRAGONSKIN KATAR, GREATER Aura strong transmutation; CL 15th Slot none; Price 57,302 gp; Weight 1 lb. DESCRIPTION When the wielder of this +2 punching dagger successfully deals damage to a dragon they may trigger the weapon’s ability as a free action. The surface of the wielder’s skin takes on a scale pattern, tinged with the color of the dragon that was damaged. This condition lasts for 8 rounds. During

this time the wielder gains 10 temporary hit points, DR 10/magic, and a resistance of 20 against the dragon’s breath weapon energy type. CONSTRUCTIONRequirements Craft Magic Arms and Armor, form of the dragon III ; Cost 28,802 gp

DRAGONSTRIKE BOW Aura moderate conjuration; CL 8thSlot none; Price 17,975 gp; Weight 2 lbs.DESCRIPTIONAfter dealing damage to a dragon with this +1 dragon‐bane composite short bow the wielder can choose to immediately become protected from the dragon’s breath weapon energy type. This protection functions as the spell protection from energy cast at the level of the wielder. This ability functions once per day. CONSTRUCTIONRequirements Craft Magic Arms and Armor, protection from energy, summon monster I ; Cost 9,175 gp

ECHOSTRIKE BLADE Aura moderate necromancy; CL 9thSlot none; Price 18,375 gp; Weight 8 lbs.DESCRIPTIONThis weapon functions as +2 thundering falchion. Creatures damage by a critical hit from this weapon take an additional 1d8 sonic damage at the start of their next turn. CONSTRUCTIONRequirements Craft Magic Arms and Armor, blindness/deafness ; Cost 9,375 gp

ELEMENTAL KATAR Aura moderate transmutation; CL 8thSlot none; Price 11,102 gp; Weight 1 lbsDESCRIPTIONWhen brought within 10 ft. of an elemental this +1 punching dagger transforms into a +1 brilliant energy punching dagger. While the dagger is in this transformed state, the wielder may cast elemental body I on themselves as a free action after successfully dealing damage to an elemental. This ability functions once per day and acts as though the wielder were a wizard of equal level. Unlike the spell this power only allows the wielder to assume the form of the same elemental type that was damaged. CONSTRUCTIONRequirements Craft Magic Arms and Armor,elemental body I , gaseous form ; Cost 5,702 gp ELEMENTAL KATAR, GREATER Aura moderate transmutation; CL 11thSlot none; Price26,702 gp; Weight 1 lbsDESCRIPTIONWhen brought within 10 ft. of an elemental this +2 punching dagger transforms into a +2 brilliant energy punching dagger. While the dagger is in this transformed state, the wielder may cast elemental body III on themselves as a free action after successfully dealing damage to an elemental. This ability functions once per day and acts as though the wielder were a wizard of equal level. Unlike the spell this power only allows the wielder to assume the form of the same elemental type that was damaged. CONSTRUCTIONRequirements Craft Magic Arms and Armor, elemental body III , gaseous form ; Cost 13,502 gp

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FACINATOR Aura strong transmutation; CL 15th Slot none; Price 68,325 gp; Weight 10 lbs. DESCRIPTION This +1 dancing spiked chain gains an additional ability once it is loosed in combat. While the chain is dancing the wielder can cast animal trance as a free action as though they were a druid of the same level. Effected animals become fascinated by the chain. This effect is dispelled once the chain’s dancing ends. CONSTRUCTION Requirements Craft Magic Arms and Armor, animal trance, animate objects; Cost 34,325 gp

FIRE AND ICE Aura strong evocation; CL 12th Slot none; Price 36,620 gp; Weight 4 lbs. [set] DESCRIPTION This set of +1 short swords bestows the Two‐Weapon Fighting feat upon their wielder if they do not already have it. One short sword functions as a +1 flaming burst short sword, the other as a +1 icy burst short sword. Both short swords must be wielded by the same person for their magic to function. CONSTRUCTION Requirements Craft Magic Arms and Armor, fireball, ice storm ; Cost 18,620 gp

FIREFORGE SLAMMER Aura strong evocation; CL 15th Slot none; Price 32,312 gp; Weight 5 lbs. DESCRIPTION After dealing its damage from a critical hit to its

target this +1 flaming burst warhammer knocks the creature 20 ft. away from the weapon’s wielder. The creature suffers no attacks of opportunity during this movement. At the end of this movement all creatures within 5 ft. of the damaged creature suffer 1d6 fire damage and are knocked 5 ft. away from the creature. CONSTRUCTIONRequirements Craft Magic Arms and Armor, flame blade, flame strike, or fireball ; Cost 16,320 gp

FLAME CHANNEL SWORD, MAJOR Aura strong evocation; CL 14thSlot none; Price 21,915 gp; Weight 4 lbs.DESCRIPTIONWhen the wielder of this +1 longsword is struck by an attack that deals fire damage they can immediately transform the sword into a +1 flaming burst brilliant energy sword for 6 rounds. During this time any damage dealt by the sword is dealt in fire damage. The damage taken from the attack that triggers this ability is reduced by 15 points. This ability may only be used once per day. CONSTRUCTIONRequirements Craft Magic Arms and Armor fireball, gaseous form ; Cost 11,115 gp

FLAME CHANNEL SWORD, MINOR Aura strong evocation; CL 12thSlot none; Price 16,710 gp; Weight 2 lbs.DESCRIPTIONWhen the wielder of this +1 short sword is struck by an attack that deals fire damage they can immediately transform the sword into a +1 flaming brilliant energy short sword for 4 rounds. During this

time any damage dealt by the sword is dealt in fire damage. The damage taken from the attack that triggers this ability is reduced by 10 points. This ability may only be used once per day. CONSTRUCTIONRequirements Craft Magic Arms and Armor, flame blade, gaseous form ; Cost 8,510 gp

FLAMESTRIKE GLAIVE Aura strong evocation; CL 13thSlot none; Price 50,308 gp; Weight 10 lbs.DESCRIPTIONThis weapon functions as a +3 flaming burst glaive however upon scoring a critical hit the wielder can decide not to inflict the full amount of fire damage to their target. Instead they deal half damage and take an amount in tokens equal to the other half. For the next three rounds each time they deal damage from this glaive they may deal an additional amount of fire damage to their target equal to the number of these tokens spent. Unspent tokens vanish after the three rounds are up. CONSTRUCTIONRequirements Craft Magic Arms and Armor, flame blade, flame strike, or fireball ; Cost 25,308 gp

FLUTESTAFF Aura moderate necromancy; CL 6thSlot none; Price 9,300 gp; Weight 4 lbs.DESCRIPTIONThis +1 thundering quarterstaff is part weapon, part instrument. It’s hollow and bored as though it were an elongated flute. Once per day a bard can start or stop/start a bardic performance as a free action during the same turn they made a successful attack

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on a creature with the quarterstaff. A bard may also start or stop/start a bardic performance as a free action during any turn they score a successful critical hit upon a creature with the quarterstaff. CONSTRUCTION Requirements Craft Magic Arms and Armor, blindness/deafness, creator must be a bard; Cost 4,800 gp

FORTIFYING BLADE Aura strong abjuration; CL 12th Slot none; Price 32,350 gp; Weight 8 lbs. DESCRIPTION This +3 defending greatsword grants an additional bonus to its user. If the blade’s wielder is required to make a saving throw during a round in which their AC is being modified by points transferred from the blade’s enhancement bonus the wielder gains a bonus to the saving throw equal to the sword’s remaining enhancement bonus. CONSTRUCTION Requirements Craft Magic Arms and Armor, shield or shield of faith; Cost 16,350 gp

FURY BLADE Aura faint enchantment; CL 5th Slot none; Price 6,350 gp; Weight 8 lbs. DESCRIPTION Upon scoring a critical hit with this +1 greatsword its wielder can rage as though they were a barbarian for the next 4 consecutive rounds. Each time a barbarian scores a critical hit with this weapon they gain the ability to rage 1 additional round during that day. CONSTRUCTION

Requirements Craft Magic Arms and Armor, rage; Cost 3,350 gp

GAMBLER’S BLADE Aura moderate divination; CL 6thSlot none; Price 7,310 gp; Weight 2 lbs.DESCRIPTIONThis +1 short sword has a chance of dealing more or less damage based on the luck of its wielder. Three times per day, after scoring a non‐critical hit upon a target the wielder may choose to roll 1d6. If the result is odd the attack deals half damage. If the result is even the attack deals double damage. CONSTRUCTIONRequirements Craft Magic Arms and Armor, inflict light wounds ; Cost 3,810 gp

GEARLOCK Aura moderate conjuration; CL 9thSlot none; Price 19,585 gp; Weight 6 lbs.DESCRIPTIONConstructs successfully damaged by this +1 construct‐bane bastard sword must make a successful saving throw (DC 15 Will) or else become slowed as per the slow spell for 1d4 rounds. A construct that takes additional damage from this sword during these rounds must succeed at a second saving throw or else become paralyzed for one full round. A construct previously paralyzed by this sword is no longer required to save against its attacks. CONSTRUCTIONRequirements Craft Magic Arms and Armor, summon monster I, slow; Cost 9,960 gp

GROUNDING BOW Aura moderate evocation; CL 8thSlot none; Price 8,500 gp; Weight 3 lbs.DESCRIPTIONEach time a flying creature is damaged by this +2 composite longbow they gain a ‐1 penalty to their Fly check and must immediately make a DC 10 Fly check or else lose 10 ft. of altitude. This descent does not provoke attacks of opportunity or count against the creature’s movement. The penalty against the creature’s Fly check stacks with subsequent hits up to ‐5. This penalty ceases once the creature lands. CONSTRUCTIONRequirements Craft Magic Arms and Armor, gust of wind; Cost 4,450 gp

HAMMER OF THE ELEMENTS Aura strong transmutation; CL 12thSlot none; Price 29,712 gp; Weight 5 lbs.DESCRIPTIONWhen this +2 warhammer is bought within 20 ft. of an earth elemental its wielder may trigger its special ability as a free action. The earth elemental is dealt 2d8 damage as the warhammer pulls substance from it to effect a change. The surface of this hammer becomes riddled with fissures and glowing lava becomes visible through the cracks. After one full round it becomes a +2 thundering earth elemental‐bane warhammer. The warhammer remains in this state for 24 hours. While the warhammer is in this state the wielder gains the ability to cast rage once as though they were a wizard of the same level. CONSTRUCTIONRequirements Craft Magic Arms and Armor, blindness/deafness, elemental body I, rage; Cost 15,012 gp

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HEROIC BLADE Aura moderate evocation; CL 6th Slot none; Price 10,315 gp; Weight 4 lbs. DESCRIPTION Once per day the wielder of this +1 longsword can trigger a special ability after successfully dealing damage to a creature. The sword becomes a +2 longsword until the end of the wielder’s next turn. If the wielder successfully deals damage to a creature on his following turn the sword becomes a +3 longsword and so on. The sword’s enhancement bonus will not grow beyond +5. The sword immediately reverts back to a +1 longsword once 6 rounds have past from its triggering or the wielder misses any of their attack rolls. CONSTRUCTION Requirements Craft Magic Arms and Armor, heroism; Cost 5,315 gp

HOARFROST Aura moderate evocation; CL 10th Slot none; Price 33,318 gp; Weight 10 lbs. DESCRIPTION This +2 icy‐burst scythe creates an aura of cold around its wielder after a successful critical hit. This aura lasts for 4 rounds. During this time the wielder is protected from cold damage as though they were protected by a resist energy spell. Creatures that successfully deal melee damage to the wielder while this aura is active are dealt 1d4 cold damage. CONSTRUCTION Requirements Craft Magic Arms and Armor, ice storm, resist energy ; Cost 16,818 gp

HUNTER’S SPEAR Aura strong conjuration; CL 13thSlot none; Price 32,301 gp; Weight 3 lbs.DESCRIPTIONThis weapon functions as a +1 short spear. Once per day when its wielder defeats a creature they can chose to have the spear transform into a +3 bane short spear against the defeated creature type. The spear functions in this way for 24 hours. If the wielder scores a critical hit with this weapon after the damage is dealt they may choose to permanently transform the spear into a slaying arrow against the creature type that was struck. CONSTRUCTIONRequirements Craft Magic Arms and Armor, summon monster I, finger of death; Cost 16,301 gp

ICE CHANNEL SWORD, MAJOR Aura strong evocation; CL 14thSlot none; Price 21,915 gp; Weight 4 lbs.DESCRIPTIONWhen the wielder of this +1 longsword is struck by an attack that deals fire damage they can immediately transform the sword into a +1 icy burst brilliant energy sword for 6 rounds. During this time any damage dealt by the sword is dealt in cold damage. The damage taken from the attack that triggers this ability is reduced by 15 points. This ability may only be used once per day. CONSTRUCTIONRequirements Craft Magic Arms and Armor, gaseous form, ice storm; Cost 11,115 gp

ICE CHANNEL SWORD, MINOR Aura strong evocation; CL 12th

Slot none; Price 16,710 gp; Weight 2 lbs.DESCRIPTIONWhen the wielder of this +1 short sword is struck by an attack that deals cold damage they can immediately transform the sword into a +1 frost brilliant energy short sword for 4 rounds. During this time any damage dealt by the sword is dealt in cold damage. The damage taken from the attack that triggers this ability is reduced by 10 points. This ability may only be used once per day. CONSTRUCTIONRequirements Craft Magic Arms and Armor, gaseous form, ice storm; Cost 8,510 gp

ICE SICKLE Aura moderate evocation; CL 7thSlot none; Price 36,506 gp; Weight 2 lbs.DESCRIPTIONThe wielder of this +2 icy burst sickle gains the ability to cast wall of ice once per day. This spell functions as though they were a wizard of equal level. The wall must originate within the sickle’s attack range. CONSTRUCTIONRequirements Craft Magic Arms and Armor, ice storm, wall of ice; Cost 18,406 gp

ICESTRIKE GLAIVE Aura strong evocation; CL 13thSlot none; Price 50,308 gp; Weight 10 lbs.DESCRIPTIONThis weapon functions as a +3 icy burst glaivehowever upon scoring a critical hit the wielder can decide not to inflict the full amount of cold damage to their target. Instead they deal half damage and take an amount in tokens equal to the other half. For

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the next three rounds each time they deal damage from this glaive they may deal an additional amount of cold damage to their target equal to the number of these tokens spent. Unspent tokens vanish after the three rounds are up. CONSTRUCTION Requirements Craft Magic Arms and Armor, chill metal or ice storm; Cost 25,308 gp

INTIMIDATOR Aura moderate necromancy; CL 9th Slot none; Price 18,310 gp; Weight 6 lbs. DESCRIPTION Upon scoring a critical hit with this +3 battleaxe the wielder gains a +1 bonus to any Intimidate checks made for 24 hours. This bonus can stack up to +3 if additional critical hits are made during this period. The duration however does not increase. CONSTRUCTION Requirements Craft Magic Arms and Armor, fear; Cost 9,310 gp

JESTER’S DAGGERS Aura faint divination; CL 5th Slot none; Price 6,906 gp; Weight 3 lbs. [set] DESCRIPTION Found in sets of three these +1 daggers are perfectly balanced, and enchanted so as to make them easy to juggle. Once per day the wielder can choose juggle these daggers as a full‐round action. If they do, during their next turn they may throw all three daggers at a single target as one attack, gaining a bonus to this attack as though under the influence of

a true strike spell. If the juggler is dealt damage during the time between starting to juggle and making the attack they must make a successful saving throw (DC 15 Reflex). If they fail, the attack disarms the juggler, the daggers fall to the ground, and the true strike spell is considered spent. The

daggers function as normal magic daggers in all other aspects. All three must be juggled by the owner at once to gain the true strike ability. CONSTRUCTIONRequirements Craft Magic Arms and Armor, true strike; Cost 3,906 gp

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LUCKSTEALER Aura moderate abjuration; CL 10th Slot none; Price 18,310 gp; Weight 2 lbs. DESCRIPTION Once per day when the wielder of this +2 short sword scores a critical hit upon a creature the wielder may choose to gain a +2 bonus to their Fortitude, Reflex, or Will saves for the next 24 hours. The creature suffers a ‐2 penalty to the selected save type for the next 24 hours as well. The creature must have a score of at least 2 in the save type selected for this ability to function. CONSTRUCTION Requirements Craft Magic Arms and Armor, bestow curse; Cost 9,310 gp

MOONSONG Aura strong conjuration; CL 13th Slot none; Price 18,315 gp; Weight 4 lbs. DESCRIPTION The enhancement bonus on this +1 lycanthrope‐bane longsword increases to +2 at night in the outdoors. Each time an afflicted lycanthrope is damaged by this sword while in its animal form there is a cumulative 5% chance that it will revert back to its human form. CONSTRUCTION Requirements Craft Magic Arms and Armor, summon monster I, baleful polymorph; Cost 9,315 gp

NET OF PUMMELING Aura moderate evocation; CL 7th Slot none; Price 8,320 gp; Weight 6 lbs. DESCRIPTION A creature entangled by this +1 net is dealt 2d4 non‐

lethal damage at the start of each of its turns. CONSTRUCTIONRequirements Craft Magic Arms and Armor, cure light wounds; Cost 4,320 gp NET OF SHOCKING Aura moderate evocation; CL 5thSlot none; Price 4,570 gp; Weight 6 lbs.DESCRIPTIONOnce per day the owner of this +1 net can will it as a free action to deliver a nasty shock to a creature that’s entangled by it. The net deals 5d6 points electricity damage to an entangled creature. The creature can make a successful DC 15 Fortitude save to take half damage; provided it isn’t wearing metal armor or made of metal. CONSTRUCTIONRequirements Craft Magic Arms and Armor, lightning bolt; Cost 2,445 gp NET OF SLEEP Aura moderate enchantment; CL 7thSlot none; Price 16,320 gp; Weight 6 lbs.DESCRIPTIONA creature entangled by this +1 net must make a successful DC 11 Will save at the end of each of its turns or else fall asleep. CONSTRUCTIONRequirements Craft Magic Arms and Armor, sleep;Cost 8,320 gp NET OF WEBBING Aura moderate conjuration; CL 7thSlot none; Price 8,320 gp; Weight 6 lbs.DESCRIPTION

Once a creature has been entangled by this +1 net the owner can use a free action to will the net to become a sticky mass of webbing. This transformation lasts for 1d4 rounds. During this time a creature attempting to escape or burst free of the net must make their check roll twice. They must roll successfully both times to escape the net. CONSTRUCTIONRequirements Craft Magic Arms and Armor, web; Cost 4,320 gp

POISON AND PERIL Aura moderate necromancy; CL 10thSlot none; Price 26,604 gp; Weight 2 lbs. [set]DESCRIPTIONThis set of +1 daggers bestows the Two‐Weapon Fighting feat upon their wielder if they do not already have it. One +1 dagger has a poison effect that can be triggered once per day. After making a successful attack against a creature the wielder can choose to inflict a poison effect upon the creature (as the spell, save DC 14). The second dagger functions as a +1 wounding dagger. Both daggers must be wielded by the same person for their magic to function. CONSTRUCTIONRequirements Craft Magic Arms and Armor, bleed, poison; Cost 13,604 gp

RETURN FIRE BOW Aura moderate evocation; CL 6thSlot none; Price 8,400 gp; Weight 3 lbs.DESCRIPTIONIf the wielder of this +1 composite longbow is struck by a non‐magic arrow the attack roll is immediately

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rerolled and the second result is used. If as a result the attack misses the wielder may immediately make a ranged attack against the creature that attacked them. This ability may be used up to three times per day. CONSTRUCTION Requirements Craft Magic Arms and Armor, haste; Cost 4,400 gp

RUST WHIP Aura moderate transmutation; CL 7th Slot none; Price 23,301 gp; Weight 2 lbs. DESCRIPTION Comprised of braided rust monster antennas this +1 whip still carries some of its former properties. The armor bonus granted by non‐magic metal armor worn by creatures damaged by this whip is reduced by 1. An armor’s bonus cannot be reduced further than 0. CONSTRUCTION Requirements Craft Magic Arms and Armor, rusting grasp, 2 rust monster antennas; Cost 11,801 gp

SCORPION SPEAR Aura faint necromancy ; CL 5th Slot none; Price 8,301 gp; Weight 3 lbs. DESCRIPTION This +1 short spear has a length of chain dangling from the end of its handle with a small metal barb attached to it. Upon scoring a critical hit on a target the chain will animate and the barb will strike the target as well dealing an additional 1d4 points of damage. The target must then make a successful save or else become affected by poison (as per the spell, save DC 14).

CONSTRUCTIONRequirements Craft Magic Arms and Armor, poison;Cost 4,301 gp

SHADOWBLADE Aura moderate illusion; CL 11thSlot none; Price 42,078 gp; Weight 10 lbs. DESCRIPTIONThe blade of this +2 ghost touch scythe seems comprised of shadows. Its wielder can cast shadow walk once per day as though they were a wizard of equal level. CONSTRUCTIONRequirements Craft Magic Arms and Armor, plane shift, shadow walk; Cost 21,198 gp

SHATTERSHARD AXE Aura moderate necromancy; CL 7thSlot none; Price 32,310 gp; Weight 6 lbs.DESCRIPTIONThe blade of this +3 battleaxe appears to be made out of a strange form of living crystal. Upon scoring a critical hit on a target the wielder can chose to reduce the axe’s enhancement bonus by 1. If they do the struck creature takes 1d4 damage at the start of its next 3 turns. During this time any attempt made to heal the target only restores half the hit points it normally would. The battleaxe’s enhancement bonus cannot be reduced below zero. Enhancement bonus points grow back at the rate of 1 per day. CONSTRUCTIONRequirements Craft Magic Arms and Armor, bestow curse; Cost 16,310 gp

SHOCK CHANNEL SWORD, MAJOR Aura strong evocation; CL 14thSlot none; Price 21,915 gp; Weight 4 lbs.DESCRIPTIONWhen the wielder of this +1 longsword is struck by an attack that deals electricity damage they can immediately transform the sword into a +1 shocking burst brilliant energy sword for 1d6 rounds. During this time any damage dealt by the sword is dealt in electricity damage. The damage taken from the attack that triggers this ability is reduced by 10 points. This ability may only be used once per day. CONSTRUCTIONRequirements Craft Magic Arms and Armor, gaseous form, lightning bolt; Cost 11,115 gp

SHOCK CHANNEL SWORD, MINOR Aura strong evocation; CL 12thSlot none; Price 16,710 gp; Weight 2 lbs.DESCRIPTIONWhen the wielder of this +1 short sword is struck by an attack that deals electricity damage they can immediately transform the sword into a +1 shock brilliant energy short sword for 1d4 rounds. During this time any damage dealt by the sword is dealt in electricity damage. The damage taken from the attack that triggers this ability is reduced by 5 points. This ability may only be used once per day. CONSTRUCTIONRequirements Craft Magic Arms and Armor, gaseous form, lightning bolt; Cost 8,510 gp

SHOCKFORGE SLAMMER Aura strong evocation; CL 15thSlot none; Price 32,312 gp; Weight 5 lbs.

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DESCRIPTION After dealing its damage from a critical hit to its target this +1 shocking burst warhammer knocks the creature 20 ft. away from the weapon’s wielder. The creature suffers no attacks of opportunity during this movement. At the end of this movement all creatures within 5 ft. of the damaged creature suffer 1d6 electricity damage and are knocked 5 ft. away from the creature. CONSTRUCTION Requirements Craft Magic Arms and Armor, call lightning or lightning bolt; Cost 16,320 gp

SHOCKSTRIKE GLAIVE Aura strong evocation; CL 13th Slot none; Price 50,308 gp; Weight 10 lbs. DESCRIPTION This weapon functions as a +3 shocking burst glaive however upon scoring a critical hit the wielder can decide not to inflict the full amount of electricity damage to their target. Instead they deal half damage and take an amount in tokens equal to the other half. For the next three rounds each time they deal damage from this glaive they may deal an additional amount of electricity damage to their target equal to the number of these tokens spent. Unspent tokens vanish after the three rounds are up. CONSTRUCTION Requirements Craft Magic Arms and Armor, call lightning or lightning bolt; Cost 25,308 gp

SLIMEKILLER BOW Aura moderate conjuration; CL 9th Slot none; Price 18,375 gp; Weight 2 lbs. DESCRIPTION

This +1 ooze‐bane composite short bow grants its wielder a special ability. Three times per day they can use a free action to have the bow coat the tip of a nocked arrow with poison especially noxious to oozes. This arrow must be fired during the turn it was created. If it hits, the ooze takes an additional 1d6 points damage at the start of its next turn. If the ooze makes a successful attack against a creature during the turn it took this damage the ooze’s attack deals half damage to the creature and half to the ooze. CONSTRUCTIONRequirements Craft Magic Arms and Armor, poison, summon monster I; Cost 9,375 gp

SPEAR OF THE ELEMENTS Aura strong transmutation; CL 12thSlot none; Price 29,705 gp; Weight 9 lbs.DESCRIPTIONWhen this +2 longspear is bought within 20 ft. of an air elemental its wielder may trigger its special ability as a free action. The air elemental is dealt 2d8 damage as the longspear pulls substance from it to effect a change. The spear becomes comprised of a billowing storm cloud streaked with arcs of lightning. After one full round it becomes a +2 shocking air elemental‐ bane longspear. The longspear remains in this state for 24 hours. While the longspear is in this state the wielder gains the ability to cast lightning bolt once as though they were a wizard of the same level. CONSTRUCTIONRequirements Craft Magic Arms and Armor, elemental body I, lightning bolt; Cost 15,012 gp

SPELLSPEAR Aura moderate evocation; CL 8thSlot none; Price 23,301 gp; Weight 3 lbs.DESCRIPTIONThis weapon functions as a +1 short spear however, in the hands of a wizard it becomes something more. Immediately after casting a spell, once per day a wizard can use a free action to transform the spear into a +1 brilliant energy short spear. This transformation lasts for 3 rounds. During this time if the wizard is lucky enough to score a critical hit with the spear they regain the use of the spell that was used to trigger the spear’s transformation. CONSTRUCTIONRequirements Craft Magic Arms and Armor, gaseous form, continual flame, imbue with spell ability; Cost 11,801 gp

SPIKESHOT MACE Aura moderate evocation; CL 11thSlot none; Price 18,305 gp; Weight 4 lbs.DESCRIPTIONAfter dealing damage from a critical hit upon a target with this +3 light mace the wielder may make a ranged attack against another target up to 20’ away. If this attack hits it deals 1d6 damage. This ability can be used up to 3 times per day. CONSTRUCTIONRequirements Craft Magic Arms and Armor, animate objects; Cost 9,305 gp

STAINGLASS DAGGER Aura moderate evocation [good]; CL 8thSlot none; Price 18,302 gp; Weight 1 lb.DESCRIPTION

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The blade of this weapon appears to be comprised of sections of colored glass. It functions as a +1 holy dagger however upon scoring a critical hit on a target its wielder can immediately choose to have it function as a +1 flaming burst, +1 icy burst, or +1 shocking burst dagger. After dealing its damage it functions as a +1 dagger of the chosen non‐burst type (flaming, frost, or shock) for 1 hour, then reverts back to a +1 holy dagger. The ‘damage switching on critical hit’ effect only functions while it’s functioning as a +1 holy dagger. CONSTRUCTION Requirements Craft Magic Arms and Armor, holy smite, call lightning flame blade, ice storm, creator must be good; Cost 9,302 gp

STINK BOLT Aura faint conjuration; CL 5th Slot none; Price 132 gp; Weight 1/10 lb. DESCRIPTION Crafted from a troglodyte bone this +1 bolt releases a small cloud of noxious gas upon striking its target. A struck creature must make a successful DC 14 Fortitude save or else become nauseated for 1d4+1 rounds. CONSTRUCTION Requirements Craft Magic Arms and Armor, stinking cloud, bone from a troglodyte; Cost 70 gp

SUNBOW Aura strong transmutation; CL 13th Slot none; Price 35,135 gp; Weight 2 lbs. DESCRIPTION While the user of this +1 composite short bow has an arrow nocked and ready to fire they can use a free

action to transform the arrow into a +1 brilliant energy arrow. This ability can be used 3 times per day. If the arrow is not fired during the turn it was created it disappears. Once per day as a standard action the wielder can will a beam of light to shoot from the bow to a target that was damaged by a brilliant energy arrow within the past 3 rounds, provide that the target is less than 60 ft. away. Each creature in this beam is blinded and takes 4d6 points damage. Creatures who find sunlight harmful are dealt double damage. A successful Reflex save negates the blindness and reduces the damage by half. This beam functions the same as a beam created by the sunbeam spell in regard to its effect on fungi, molds, oozes , slimes, and undead. CONSTRUCTIONRequirements Craft Magic Arms and Armor, gaseous form, continual flame, sunbeam; Cost 17,755 gp

SUNDERING MACE Aura strong evocation; CL 15th Slot none; Price 50,312 gp; Weight 8 lbs.DESCRIPTIONUpon scoring a critical hit on an non‐magic armor wearing or a non‐magic shield bearing target with this +4 heavy mace the wielder may chose to reduce the bonus granted by the armor or shield by up to the weapon’s current enhancement bonus. Each time this ability is used it reduces the weapon’s enhancement bonus by an equal number of points. The bonus granted by the shield or armor cannot be reduced below zero. Lost enhancement bonuses are regained at the rate on 1 per day. The weapon’s enhancement bonus cannot be reduced below zero. CONSTRUCTIONRequirements Craft Magic Arms and Armor,

disintegrate; Cost 25,312 gp

SUNSTAR Aura moderate evocation [good]; CL 8thSlot none; Price 25,324 gp; Weight 3 lbs.DESCRIPTIONUpon scoring a critical hit on a creature with this +1 holy starknife the owner can choose to have it erupt once per day in a blinding flash of light. Undead creatures within 20 ft. of the struck creature are dealt 2d6 damage. They may make a successful Will save (DC 15) to take half damage. Living creatures within 20 ft. of the struck creature are healed for 2d6 hit points. CONSTRUCTIONRequirements Craft Magic Arms and Armor, holy smite, cure light wounds, creator must be good; Cost 12,824 gp

SURE SPELL BOLT Aura moderate necromancy; CL 7thSlot none; Price 725 gp; Weight 1/10 lb.DESCRIPTIONCarved from used wands and worn out staffs these +2 bolts make creatures they damage easier to hit with spells. Struck targets suffer a ‐2 penalty when defending against spells that require a ranged touch attack for 1 full round. During this time they also suffer a ‐2 penalty to any saves they must make vs. spells. CONSTRUCTIONRequirements Craft Magic Arms and Armor, bestow curse; Cost 375 gp

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SWORD OF THE ELEMENTS Aura strong transmutation; CL 12th Slot none; Price 29,715 gp; Weight 4 lbs. DESCRIPTION When this +2 longsword is bought within 20 ft. of a fire elemental its wielder may trigger its special ability as a free action. The fire elemental is dealt 2d8 damage as the longsword pulls substance from it to effect a change. The blade becomes sheathed in living flame. After one full round it becomes a +2 fiery burst fire elemental‐ bane longsword. The longsword remains in this state for 24 hours. While the longsword is in this state the wielder gains the ability to cast fireball once as though they were a wizard of the same level. CONSTRUCTION Requirements Craft Magic Arms and Armor, elemental body I, fireball; Cost 15,015 gp

TETHERSHOCK BOW Aura moderate evocation; CL 10th Slot none; Price 18,400 gp; Weight 3 lbs. DESCRIPTION Arrows fired from this +1 shocking burst composite longbow trail a spectral cord behind them. Upon scoring a successful hit against a medium sized or smaller target the wielder may choose to have the creature move up to 10 ft. closer to them. This movement does not provoke attacks of opportunity. CONSTRUCTION Requirements Craft Magic Arms and Armor, call lightning or lightning bolt; Cost 9,400 gp

THUNDER AND LIGHTNING Aura moderate evocation; CL 8th

Slot none; Price 16,604 gp; Weight 2 lbs. [set] DESCRIPTIONThis set of +1 daggers bestows the Two‐Weapon Fighting feat upon their wielder if they do not already have it. One dagger functions as a +1 thundering dagger, the other as a +1 shock dagger. Both daggers must be wielded by the same person for their magic to function. CONSTRUCTIONRequirements Craft Magic Arms and Armor, blindness/deafness, lightning bolt; Cost 8,604 gp

THUNDERFORGE SLAMMER Aura strong evocation; CL 15thSlot none; Price 18,312 gp; Weight 5 lbs.DESCRIPTIONAfter dealing its damage from a critical hit to its target this +1 thundering warhammer knocks the creature 20 ft. away from the weapon’s wielder. The creature suffers no attacks of opportunity during this movement. At the end of this movement all creatures within 5 ft. of the damaged creature suffer 1d6 sonic damage and are knocked 5 ft. away from the creature. CONSTRUCTIONRequirements Craft Magic Arms and Armor, blindness/deafness; Cost 9,312 gp

TRIDENT OF THE ELEMENTS Aura strong transmutation; CL 12thSlot none; Price 29,715 gp; Weight 4 lbs.DESCRIPTIONWhen this +2 trident is bought within 20 ft. of a water elemental its wielder may trigger its special ability as a free action. The water elemental is dealt

2d8 damage as the trident pulls substance from it to effect a change. The shaft turns to a semisolid, constantly flowing liquid while the head of the trident turns to ice. After one full round it becomes a +2 icy‐burst water elemental‐ bane trident. The trident remains in this state for 24 hours. While the trident is in this state the wielder gains the ability to cast sleet storm once as though they were a wizard of the same level. CONSTRUCTIONRequirements Craft Magic Arms and Armor, elemental body I, sleet storm; Cost 15,015 gp TROLLKILLERS Aura moderate evocation; CL 10thSlot none; Price 23,804 gp; Weight 2 lbs. [set]DESCRIPTIONThis set of daggers was crafted with one goal in mind; slaying trolls. They bestow the Two‐Weapon Fighting feat upon their wielder if they do not already have it. One dagger functions as a +1 flaming dagger the other functions as a +1 dagger which deals its damage in acid. The acid disappears after 1 round. Once per day the wielder may choose to cast either acid arrow or flame arrow as a standard action. These spells function as though the wielder were a wizard of the same level. CONSTRUCTIONRequirements Craft Magic Arms and Armor, fireball, acid arrow, flame arrow; Cost 12,204 gp

UNERRING SLING Aura faint divination; CL 3rdSlot none; Price 3,440 gp; Weight ‐DESCRIPTION

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Once per day the wielder of this +1 sling may use a free action to cast true strike. CONSTRUCTION Requirements Craft Magic Arms and Armor, true strike; Cost 1,870 gp

VENOMTHORN Aura faint transmutation; CL 5th Slot none; Price 8,375 gp; Weight 2 lbs. DESCRIPTION The living vine wrapped around this +1 composite short bow is covered with thorns. If the wielder plucks a thorn from the vine and nocks it, it will grow into a full size arrow. Once per day the wielder can will one of these arrows to have a poison effect (as the spell, save DC 14) on the target, however they must do so immediately after the target has been struck. The wielder may create up to six arrows in this fashion per day. These thorn arrows wither and rot away within 5 minutes after they are created. CONSTRUCTION Requirements Craft Magic Arms and Armor, poison;Cost 4,375 gp

VERDANT BOW Aura faint transmutation; CL 5th Slot none; Price 4,375 gp; Weight 3 lbs. DESCRIPTION The wood comprising this +1 longbow seams to still have some life left in it. Upon damaging a creature with this bow the wielder can choose to negate the damage and instead cast a modified entangle spell upon the target. The creature must immediately

make a DC 11 Reflex save or else become entangled. The Strength or Escape Artist check to break free is DC 15. The spell affects only the creature struck and is dispelled once the creature is free. CONSTRUCTIONRequirements Craft Magic Arms and Armor, entangle; Cost 2,375 gp

VIPER CHAIN Aura strong transmutation; CL 15thSlot none; Price 61,325 gp; Weight 10 lbs.DESCRIPTIONThis +1 dancing spiked chain gains an additional ability once it is loosed in combat. The chain’s spike

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becomes more like the head of a serpent in appearance. During this time when a creature takes damage from the chain there’s a chance it will be poisoned (as per the poison spell, save DC 18). Once a creature successfully saves from this effect it cannot be poisoned by the chain again. CONSTRUCTION Requirements Craft Magic Arms and Armor, animate objects, poison; Cost 30,825 gp WALKING WOUNDED BOW Aura moderate evocation; CL 10th Slot none; Price 25,375 gp; Weight 2 lbs. DESCRIPTION On any turn that a creature takes bleed damage after being damaged by this +1 wounding composite short bow their movement rate is reduced by 5 ft x the number of bleed points taken. CONSTRUCTION Requirements Craft Magic Arms and Armor, bleed, slow; Cost 12,875 gp WILDFIRE BOW Aura moderate evocation; CL 10th Slot none; Price 25,400 gp; Weight 3 lbs. DESCRIPTION This +2 flaming composite longbow is comprised of wood that seems to have been just plucked from a fire. Burning embers can be seen within its cracked surface yet it is cool to the touch. For the next full round after a creature takes fire damage from this bow if they take fire damage from another source they are dealt an additional 1d6 fire damage. CONSTRUCTION Requirements Craft Magic Arms and Armor, fireball,

continual flame; Cost 12,900 gp

WINDSTEP SCIMITAR Aura moderate transmutation; CL 8thSlot none; Price 27,315 gp; Weight 4 lbs.DESCRIPTIONThis +3 scimitar allows its wielder to fly once per day as per the spell. Upon scoring a critical hit on a target the wielder may choose to fly up to 30 ft. away from the first target and make an attack against a second target as a free action. The wielder does not provoke attacks of opportunity while moving to make this second attack. CONSTRUCTIONRequirements Craft Magic Arms and Armor, fly ; Cost 13,815 gp

WOODSMAN’S AXE Aura moderate abjuration; CL 8thSlot none; Price 19,830 gp; Weight 6 lbs.DESCRIPTIONOnce per day the wielder of this +1 plant‐bane battleaxe can cast antiplant shell as though they were a druid of the same level. The wielder also gains a +1 bonus to their survival skill checks as long as the axe is held. CONSTRUCTIONRequirements Craft Magic Arms and Armor, summon nature’s ally, antiplant shell ; Cost 10,060 gp

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DESIGNATION OF PRODUCT IDENTITY Creation’s Edge Games company name and logo; the “Frugal Forge” name. All game mechanics and the rest of The Frugal Forge: 101 Magic Weapons is Open Game Content as described in Section 1(d) of the License. OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative

Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty‐free, non‐exclusive license with the exact terms of this License to Use, the Open Game Content. 5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co‐adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute

any Open Game Content originally distributed under any version of this License. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.

The Frugal Forge: 101 Magic Weapons Copyright 2012, Creation’s Edge Games.

Special thanks to Sade and Louis Porter, Jr. Design’s Storn Cook for the use of their artwork. You can see more of both of them on rpgnow.com.

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